The wardstone of Kenabres has been broken and the demons of the worlwound are loose! How will this crisis be contained?
Link to images
Houserules:
Houserules:
Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.
Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.
if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.
Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.
Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...
Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?
Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).
Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."
Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK
Orlando dropped his crossbow, ran up the side of the wall over his companions heads drawing his sword along the way, then tumbled behind the creature in a flank (to (C,2)).
Acrobatics:1d20 + 17 ⇒ (9) + 17 = 26
He then thrust his sword through the creature...
Rapier attack:1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33 for a possible 1d6 + 9 + 6 ⇒ (4) + 9 + 6 = 19 magic, cold iron, piercing and precision damage. (Half damage is 9).
...Crit confirm?:1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21 for a possible extra1d6 + 9 ⇒ (1) + 9 = 10 magic, cold iron, and piercing damage. (Half damage is 5).
IF target is incorporeal, percent to hit (looking for high). 1d100 ⇒ 35 Low. Automatic pass through body with no effect.
IF target is immune to Precision damage, subtract 6 from the damage.
Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'
First comment - I believe that Incorporeal no longer has a miss chance and you simply do half damage if you lack Ghost Touch but also have a magic weapon. I think in D&D 3.0 it was treated as a miss chance. Second comment - Tessai, you are within Tzadkiel's 10' circle protection from evil even if your spell is not still going.
Indeed it simply takes half damage from a magical weapon. Also is immune to precision damage and crits and yes your protection from evil is still up it has only been around 2 minutes since you cast it.
My purpose? My purpose is to feed!" says the creature stealing more lifeforce from Aeron before sliding back into the wall.
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
Othello and Aeron can post for round 1 and everyone else can post round 2 actions. Please indicate the round your are posting for at the beginning of your post.
M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2
Hp 89(103)/103; AC 22 (21)/11T/20FF; CMD 20
+8(10)F/+5R/+8W
Mythic power: 7/7
Buffs: Resist Fire 20, Slow poison, Mythic Shield other (DR2/-), 4 CON damage
Reeling from the loss of lifeforce, Aeron growls as the creature melts back into the wall.
Raising his sword, he awaits the creature's re-emergence.
Otherwise, Tessai readies an action also to attack. And she had readied a Sudden Block to defend Aeron. Think the creature needs to roll a second time? And Aeron is entitled a return attack?
Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10
Round 2
Varn watches as the undead disappears into the wall next to it. 'Clever, but that will not save you.' Varn prepares to strike the ghost the moment it presents itself with one of his empowered spells...
Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10
Varn huffs at the cowardly ghost, but continues on with his companions... ever vigilant and prepared to blast the creature should it shows it's head again!
You take a right at the intersection and you go forward it leads you into a large room with a grinning demon face carved into the ceiling. There is a staircase doing down directly across from you and a closed portcullis on each side.
Tessai utters a few short words infused with divine magic, and observes the room carefully for any signs of magic - "This just looks too much like a trap"
Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10
Varn follows along with the group, keeping an eye out for any enemies. He occasionally casts Detect Magic to see if any magical auras linger in the areas they explore.
Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10
Spellcraft:1d20 + 18 ⇒ (13) + 18 = 31
Varn attempts to identify the necromantic aura and it's source. "I think we should vacate this room until I can examine it better. There's a very strong aura of necromancy in here."
Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'
Could it not be disarmed like a magical trap? If not…
Tzadkiel first casts his own Detect Magic to study the spell. He then uses a second Mythic point to cast Dispel Magic, calling out as he does so. Your necromancy is no match for the power of my goddess. I banish it.
Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10
"Aeron, stop! Do not cross the threshold. There is a magical spell that is set to target the first living creature to cross the room. It must be dispelled somehow..."
I'm heading out for the rest of the night. I'll have to look into the magic rules tomorrow to change my spells for the day. I cannot remember if/how I can do that. If not, then Varn may need to burn a MP to cast Dispel Magic.
M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2
If it is a trap, then dispel magic works on it like it was a magic item, so depending on the caster level, Tzadkiel probably suppresses it for 1d4 rounds. It's generally easier just to summon a monster to trip the trap. Alternatively, Tessai's saves are so high, she could probably just trip it and hope for the best.
Male Human(Cheliax) Inquistor 9/ Marshal 2 | HP 63/63| AC 20 | T 14 | FF 16 | CMD 18 | Fort +8| Ref +7| Will +11| Init +7 | Perc +12 | MP 7/7 J 3/3 B 9/9 AH 9/9 TG 5/5| a(20) cia(20)
"You know guys, we could go to the other passage way. We could find another way around without resorting to getting one of us killed." Othello points back to the way they came. He doesn't risk one of his companions lives just so that the rest could go forward.
Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10
Varn nods his agreement with Othello's assessment. "Yes, let us examine other avenues before we think to try this path. I may be able to suppress this trap, but only for a short time. That is assuming I am able to overpower the magical power..." He thinks back to his three failed attempts to dispel the magical silence trap back at the temple they had to flee previously.
Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'
Tzadkiel notes. Too late team. The resources have been spend and the necromancy spell is down. Lets proceed. It must have been guarding something. With that the oracle steps across the dispelled barrier and encourages the others to follow.
You rush to cross the room as the magic dissipates. Your halfway across the room (directly under the statue) when the gates on each side start to rise and you see skeleton warriors marching down towards you (six from each side).